Abstract
What are the values of an object? How can philosophy illuminate the inherent rhetorical, social, political and moral meanings inscribed in any designed technology? And how can we do this without falling in the intentional fallacy, ascribing all responsibility to the designer? Because, as design researcher Nigel Cross has stated, “design is rhetorical […] in the sense that the designer, in constructing a design proposal, constructs a particular kind of argument, in which a final conclusion is developed and evaluated as it develops against both known goals and previously unsuspected implications” (Cross 2007, p. 51). In this chapter I will look at game design and how it is used to create ethical experiences, only I will not start from the perspective of the designer, but of the finished product as experienced by a user. In this sense, I am extending the rhetorical analysis of design proposed by Cross, and suggesting a way of understanding the ways in which design conveys meaning.
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- 1.
The Method of Abstraction provides a precise approach to this epistemic process: ‘In the simulation relation, the epistemic agent is coupling the state evolution of two systems by observing these two systems at two Levels of Abstraction. This means that an epistemic agent tries to construct an equivalence relation between the two systems, seeking to understand at what Level of Abstraction those systems could be considered congruent’ (Greco et al. 2005).
- 2.
Instrumental gameplay should be read here as closely related to the concept of instrumental rationality as understood by the Frankfurt School (Horkheimer and Adorno 1997). Also, this type of instrumental thinking is present in both economic theory and AI research. Simon’s work (Simon 1981) provides a classic example of the combination of both. It is not my intention, however, to finely discuss the implications of instrumental rationality in gameplay or in game design.
- 3.
In fact, Ihde and Verbeek describe the mediation of artifacts “in terms of (…) technological intentionality” (Verbeek 2005, p. 114).
- 4.
See Verbeek (2005, pp. 122–128).
- 5.
Verbeek (2000, pp. 212–219) provides a critical overview of ethics and postphenomenology.
- 6.
Weisfeld (2000) is an approachable introduction to the basic concepts and arguments of Object Oriented Programming.
- 7.
“Models are the outcome of the analysis of a system, developed at some LoA(s) for some purpose. An important contribution of these ideas is to make precise the commitment to a LoA(…) before further elaborating a theory. We call this the method of abstraction” (Floridi and Sanders 2004, p. 17).
- 8.
“Instead of limiting the analysis to (veridical) semiotic contents (…) an ecological approach to Information Ethics looks at information from an object-oriented perspective and treats it as entity. In other words, we move from a (broadly constructed) epistemological conception of Information Ethics to one which is typically ontological”.
- 9.
“Like demiurges, we have ‘ecopoietic’ responsibilities towards the whole infosphere. Information Ethics is an ethics addressed not just to ‘users’ of the world but also to producers who are ‘divinely’ responsible for its creation and well-being. It is an ethics of creative stewardship (…)”.
- 10.
See for a brief comparison between both anthropologies.
- 11.
I deem the design as conventional, since it does not innovate any element of the First Person Shooters genre.
- 12.
By game character design I am referring here to those elements of the semiotic level that describe the personality of the character the player will command.
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Sicart, M. (2012). Digital Games as Ethical Technologies. In: Sageng, J., Fossheim, H., Mandt Larsen, T. (eds) The Philosophy of Computer Games. Philosophy of Engineering and Technology, vol 7. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-4249-9_8
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